+ // Cannot be set for compute shaders.
+ virtual bool one_to_one_sampling() const { return strong_one_to_one_sampling(); }
+
+ // Similar in use to one_to_one_sampling(), but even stricter:
+ // The effect must not use texture coordinate in any way beyond
+ // giving it unmodified to its (single) input. This allows it to
+ // also be used after a compute shader, in the same phase.
+ //
+ // An effect that it strong one-to-one must also be one-to-one.
+ virtual bool strong_one_to_one_sampling() const { return false; }